Game Development Community

Nodes on .dts shapes in Blender

by Daniel Buckmaster · in Torque Game Engine · 12/09/2006 (7:25 am) · 9 replies

I've just got a shape working, that I can import to .dts and mount as an image. But its orientation is wrong, and it's being connected to the character's hand at its origin. I know I have to add nodes to tell Torque where to attach it, as well as for other effects, but I don't knowhow to do this.
I've had a look at the DTS node listing PDF on the TDN wiki, but it doesn't tell me how to set up the hierarchy. I have mountpoint, muzzlepoint, and ejectpoint nodes in the Blender file, but they seem to have no effect when I export it.

About the author

Studying mechatronic engineering and computer science at the University of Sydney. Game development is probably my most time-consuming hobby!


#1
12/11/2006 (6:24 am)
My hierarchy for mountPoints is Shape->Detail32->MyNewShape->mountPoint, mount01, mount02, etc

Exports just fine for me
#2
12/11/2006 (9:16 am)
Where MyNewShape is the mesh? Thanks for the help!
#3
12/11/2006 (11:08 am)
Yeah, hope it works :)
#4
12/15/2006 (7:21 am)
Hmm... doesn't seem to be. Here's my outline view:
img453.imageshack.us/img453/8315/objecttreego1.png
But when exported (with exporter v0.92), the object just mounts at its origin. Does this have anything to do ith the script?
#5
12/15/2006 (8:32 am)
Can you post up a snippet of your mounting script?
#6
12/16/2006 (2:33 am)
I'm using the rocket launcher code from the CodeSampler tutorials. Here's the start of the image datablock:
datablock ShapeBaseImageData( RocketLauncherImage )
{
	shapeFile = "~/data/shapes/bolter/BolterTorqueNodes.dts";

    projectile = RocketProjectile;
    projectileType = Projectile;
    fireTimeout = 0;
	emap = true;

    // When firing from a point offset from the eye, muzzle correction will 
    // adjust the muzzle vector to point to the eye LOS point. Since this 
    // weapon doesn't actually fire from the muzzle point, we need to turn 
    // this off.
    correctMuzzleVector = false;

	// Specify mountPoint & offset for 3rd person, and eyeOffset for first 
    // person rendering.
	mountPoint = 0;
    offset = "0.0 0.0 0.0";
    eyeOffset = "0.0 0.0 0.0";
#7
12/16/2006 (6:08 am)
Do you have showtool? You can test out if certain mountpoints are showing. Also, do your mount points show up in the exporter? You might need to toggle them on if they are grayed out
#8
12/16/2006 (8:03 am)
...
#9
12/17/2006 (5:31 am)
Aha! Thank you, Joseph, that's got to be the problem!

...yes, that did the trick!

James: Yes, I have ShowPro, but I'm loath to use it, since I only have 30 days ;)